2025-03-16 12:35:01 +03:00

282 lines
15 KiB
TypeScript

import React from "react";
import {IWeapon, IWeaponPiercing} from "../types/IUnit";
import {
Grid2,
Paper,
styled,
Table,
TableBody,
TableCell,
tableCellClasses,
TableContainer,
TableHead,
TableRow, ToggleButton, ToggleButtonGroup
} from "@mui/material";
import ArmorType from "./ArmorType";
import ArmorTypeNames from "../types/ArmorTypeValues";
import {IconUrl} from "../core/api";
interface IWeaponProps{
weapon: IWeapon,
isDefault: Boolean,
}
interface IWeaponState{
currentTable: "dps" | "one hit",
}
class Weapon extends React.Component<IWeaponProps, any> {
public static defaultProps = {
isDefault: false
};
humanReadableName(unit: string) {
const firstUpper = String(unit).charAt(0).toUpperCase() + String(unit).slice(1);
return firstUpper.replaceAll('_', ' ').replace('.rgd', '');
}
constructor(props: any) {
super(props);
this.state = ({
currentTable: 'dps'
});
}
getPiercingK(armorType: string): number {
const weaponPiercing = this.props.weapon.weaponPiercings.find((p) => p.armorType.name === armorType)
return (typeof weaponPiercing !== "undefined" ? weaponPiercing.piercingValue : 10 ) / 100
}
handleChange = (e: React.MouseEvent, selectedDamageTable: String | null) => {
this.setState({
currentTable: selectedDamageTable
});
}
render() {
const weapon = this.props.weapon
const dpsK = (this.state.currentTable == "dps") ? weapon.accuracy * (1/(weapon.reloadTime - (weapon.reloadTime % 0.125))) : 1
const infLowPiercing = this.getPiercingK(ArmorTypeNames.InfantryLow)
const infMedPiercing = this.getPiercingK(ArmorTypeNames.InfantryMedium)
const infHighPiercing = this.getPiercingK(ArmorTypeNames.InfantryHigh)
const infHeavyMedPiercing = this.getPiercingK(ArmorTypeNames.InfantryHeavyMedium)
const infHeavyHighPiercing = this.getPiercingK(ArmorTypeNames.InfantryHeavyMedium)
const demonPiercing = this.getPiercingK(ArmorTypeNames.DemonMedium)
const demonHighPiercing = this.getPiercingK(ArmorTypeNames.DemonHigh)
const commanderPiercing = this.getPiercingK(ArmorTypeNames.Commander)
const airPiercing = this.getPiercingK(ArmorTypeNames.Air)
const vehLowPiercing = this.getPiercingK(ArmorTypeNames.VehicleLow)
const vehMedPiercing = this.getPiercingK(ArmorTypeNames.VehicleMedium)
const vehHighPiercing = this.getPiercingK(ArmorTypeNames.VehicleHigh)
const buildingLowPiercing = this.getPiercingK(ArmorTypeNames.BuildingLow)
const buildingMedPiercing = this.getPiercingK(ArmorTypeNames.BuildingMedium)
const buildingHighPiercing = this.getPiercingK(ArmorTypeNames.BuildingHigh)
const getTotalDamage = (damagePiercing: number, isAir: boolean = false) => {
if(!isAir && !weapon.canAttackGround && !weapon.isMeleeWeapon) return ""
if(isAir && !weapon.canAttackAir) return ""
var minDamage = damagePiercing * weapon.minDamage
var maxDamage = damagePiercing * weapon.maxDamage
if(minDamage < weapon.minDamageValue){
minDamage = weapon.minDamageValue
}
if(maxDamage < weapon.minDamageValue){
maxDamage = weapon.minDamageValue
}
const averageDmg = (minDamage + maxDamage) / 2
return (averageDmg * dpsK).toFixed(2)
}
const getMoraleDamage = () => {
return (weapon.moraleDamage * dpsK / 2).toFixed(2)
}
const StyledTableCell = styled(TableCell)(({ theme }) => ({
[`&.${tableCellClasses.head}`]: {
backgroundColor: "rgb(234, 234, 234)",
color: theme.palette.common.white,
paddingLeft: 10
},
[`&.${tableCellClasses.body}`]: {
fontSize: 13,
paddingLeft: 10,
},
}));
return (
<div>
<h4>{ weapon.name ? weapon.name : this.humanReadableName(weapon.filename)}</h4>
<Grid2 container spacing={2}>
<Grid2 size= {{xs: 12, md: 3}}>
<TableContainer component={Paper}>
<Table size="small" aria-label="a dense table">
<TableBody>
<TableRow
sx={{'&:last-child td, &:last-child th': {border: 0}}}
>
<TableCell component="th" scope="row">Base damage</TableCell>
<TableCell component="th"
scope="row">{weapon.minDamage} {weapon.maxDamage !== weapon.minDamage && -weapon.maxDamage}
</TableCell>
</TableRow>
<TableRow
sx={{'&:last-child td, &:last-child th': {border: 0}}}
>
<TableCell component="th" scope="row">Accuracy</TableCell>
<TableCell component="th" scope="row">{weapon.accuracy.toFixed(2)}
</TableCell>
</TableRow>
<TableRow
sx={{'&:last-child td, &:last-child th': {border: 0}}}
>
<TableCell component="th" scope="row">Accuracy moving</TableCell>
<TableCell component="th"
scope="row">{weapon.setupTime === 0 ? (weapon.accuracy - weapon.accuracyReductionMoving).toFixed(2) : "-"}
</TableCell>
</TableRow>
<TableRow
sx={{'&:last-child td, &:last-child th': {border: 0}}}
>
<TableCell component="th" scope="row">Reload time</TableCell>
<TableCell component="th"
scope="row">{weapon.reloadTime}
</TableCell>
</TableRow>
<TableRow
sx={{'&:last-child td, &:last-child th': {border: 0}}}
>
<TableCell component="th" scope="row">Max range</TableCell>
<TableCell component="th"
scope="row">{weapon.maxRange ? (weapon.maxRange) : "-"}
</TableCell>
</TableRow>
<TableRow
sx={{'&:last-child td, &:last-child th': {border: 0}}}
>
<TableCell component="th" scope="row">Setup time</TableCell>
<TableCell component="th"
scope="row">{weapon.setupTime != 0 ? (weapon.setupTime).toFixed(2) : "-"}
</TableCell>
</TableRow>
{(weapon.costRequisition > 0 || weapon.costPower > 0) &&
<TableRow
sx={{'&:last-child td, &:last-child th': {border: 0}}}
>
<TableCell component="th" scope="row">Cost</TableCell>
<TableCell component="th"
scope="row">
{weapon.costRequisition > 0 && <span>&nbsp;<img style={{verticalAlign: "top"}}
src="/images/Resource_requisition.gif"/>&nbsp;
{weapon.costRequisition}</span>}
{weapon.costPower > 0 && <span>&nbsp;<img style={{verticalAlign: "top"}}
src="/images/Resource_power.gif"/>&nbsp;
{weapon.costPower}</span>}
</TableCell>
</TableRow>
}
</TableBody>
</Table>
</TableContainer>
</Grid2>
<Grid2 size={9}>
<div style={{whiteSpace: "pre-wrap"}}>
{!this.props.isDefault && weapon.icon ? <img className="unitIcon" src={IconUrl + weapon.icon.replaceAll('\\', '/')}/> : (
weapon.isMeleeWeapon ?
<img src="/images/MeleeStance_icon_bw.jpg"/> :
<img src="/images/RangedStance_icon_bw.jpg"/>
) } <br/>
{this.props.isDefault ? "Default weapon" : weapon.description}
</div>
</Grid2>
<Grid2 size={12}>
<ToggleButtonGroup
color="primary"
exclusive
value={this.state.currentTable}
onChange={this.handleChange}
aria-label="Platform"
>
<ToggleButton size="small" value="dps">Dps</ToggleButton>
<ToggleButton size="small" value="one hit">One hit average damage</ToggleButton>
</ToggleButtonGroup>
<TableContainer>
<Table sx={{marginTop: "10px"}} size="small" aria-label="a dense table">
<TableHead>
<TableRow>
<StyledTableCell><ArmorType
name={ArmorTypeNames.InfantryLow}/></StyledTableCell>
<StyledTableCell><ArmorType
name={ArmorTypeNames.InfantryMedium}/></StyledTableCell>
<StyledTableCell><ArmorType
name={ArmorTypeNames.InfantryHigh}/></StyledTableCell>
<StyledTableCell><ArmorType
name={ArmorTypeNames.InfantryHeavyMedium}/></StyledTableCell>
<StyledTableCell><ArmorType
name={ArmorTypeNames.InfantryHeavyHigh}/></StyledTableCell>
<StyledTableCell><ArmorType name={ArmorTypeNames.Commander}/></StyledTableCell>
<StyledTableCell><ArmorType
name={ArmorTypeNames.DemonMedium}/></StyledTableCell>
<StyledTableCell><ArmorType name={ArmorTypeNames.DemonHigh}/></StyledTableCell>
<StyledTableCell><ArmorType name={ArmorTypeNames.Air}/></StyledTableCell>
<StyledTableCell><ArmorType name={ArmorTypeNames.VehicleLow}/></StyledTableCell>
<StyledTableCell><ArmorType
name={ArmorTypeNames.VehicleMedium}/></StyledTableCell>
<StyledTableCell><ArmorType
name={ArmorTypeNames.VehicleHigh}/></StyledTableCell>
<StyledTableCell><ArmorType
name={ArmorTypeNames.BuildingLow}/></StyledTableCell>
<StyledTableCell><ArmorType
name={ArmorTypeNames.BuildingMedium}/></StyledTableCell>
<StyledTableCell><ArmorType
name={ArmorTypeNames.BuildingHigh}/></StyledTableCell>
<StyledTableCell><img style={{verticalAlign: "top"}}
src="/images/ARM_Morale.webp"/></StyledTableCell>
</TableRow>
</TableHead>
<TableBody>
<TableRow>
<StyledTableCell>{getTotalDamage(infLowPiercing)}</StyledTableCell>
<StyledTableCell>{getTotalDamage(infMedPiercing)}</StyledTableCell>
<StyledTableCell>{getTotalDamage(infHighPiercing)}</StyledTableCell>
<StyledTableCell>{getTotalDamage(infHeavyMedPiercing)}</StyledTableCell>
<StyledTableCell>{getTotalDamage(infHeavyHighPiercing)}</StyledTableCell>
<StyledTableCell>{getTotalDamage(commanderPiercing)}</StyledTableCell>
<StyledTableCell>{getTotalDamage(demonPiercing)}</StyledTableCell>
<StyledTableCell>{getTotalDamage(demonHighPiercing)}</StyledTableCell>
<StyledTableCell>{getTotalDamage(airPiercing, true)}</StyledTableCell>
<StyledTableCell>{getTotalDamage(vehLowPiercing)}</StyledTableCell>
<StyledTableCell>{getTotalDamage(vehMedPiercing)}</StyledTableCell>
<StyledTableCell>{getTotalDamage(vehHighPiercing)}</StyledTableCell>
<StyledTableCell>{getTotalDamage(buildingLowPiercing)}</StyledTableCell>
<StyledTableCell>{getTotalDamage(buildingMedPiercing)}</StyledTableCell>
<StyledTableCell>{getTotalDamage(buildingHighPiercing)}</StyledTableCell>
<StyledTableCell>{getMoraleDamage()}</StyledTableCell>
</TableRow>
</TableBody>
</Table>
</TableContainer>
<i className="rgdFrom">{weapon.filename}</i>
</Grid2>
</Grid2>
</div>
);
}
}
export default Weapon;